# Character Creation

## Background Assets

If you want some direction for your starting paths, roll or pick from the table below and take the two paths associated with your selected background.

Roll   | Background           | Assets
:-----:|----------------------|-------------------------
1–5    | Battlefield Medic    | HEALER; VETERAN
6–10   | Delegate             | BANNERSWORN; DIPLOMAT
11–15  | Exobiologist         | LORE HUNTER; NATURALIST
16–20  | Far Trader           | NAVIGATOR; TRADER
21–25  | Fugitive Hunter      | ARMORED; BOUNTY HUNTER
26–30  | Hacker               | INFILTRATOR; TECH
31–35  | Hotshot Pilot        | ACE; NAVIGATOR
36–40  | Interstellar Scout   | EXPLORER; VOIDBORN
41–45  | Monster Hunter       | GUNNER; SLAYER
46–50  | Occultist            | OUTCAST; SHADE
51–55  | Operative            | INFILTRATOR; BLADEMASTER
56–60  | Outlaw               | FUGITIVE; GUNSLINGER
61–65  | Private Investigator | BRAWLER; SLEUTH
66–70  | Prophet              | DEVOTANT; SEER
71–75  | Psionicist           | KINETIC; VESTIGE
76–80  | Smuggler             | COURIER; SCOUNDREL
81–85  | Spiritualist         | HAUNTED; EMPATH
86–90  | Starship Engineer    | GEARHEAD; TECH
91–95  | Supersoldier         | AUGMENTED; MERCENARY
96–100 | Tomb Raider          | SCAVENGER; SCOUNDREL

## Backstory Prompts

For some backstory inspiration, roll or pick from the table below. Then, take a moment to elaborate on the suggestion. Or just leave it a bit vague and mysterious for now; you can flesh it out in play.

Roll   | Result
:-----:|--------------------------------------------------------
1–7    | You abandoned your kin after learning a troubling truth
8–13   | You are guided by a vision or prophecy
14–20  | You are haunted by past actions or failures
21–27  | You are running from a criminal past
28–34  | You are the sole survivor of an attack or calamity
35–40  | You escaped an abusive or unjust situation
41–46  | You have no memory of your former life
47–53  | You rejected a duty or destiny
54–60  | You were banished from your former home
61–67  | You were denied a birthright
68–74  | You were on your own for as long as you can remember
75–81  | You were sent away on a prolonged mission
82–87  | You were taken or lured away by someone
88–94  | Your ambitions outgrew your humble origins
95–100 | Your wanderlust carried you far away

## Starship History

Envision how you obtained or earned this ship. You can come up with your own origin, or roll or pick from the table below. If you use a result from the table, take a moment to consider and elaborate on the suggestion.

Roll   | Result
:-----:|------------------------------------------------------------
1–8    | Acquired in trade for a precious family heirloom
9–17   | Built out of repurposed scrap
18–25  | Claimed as spoils of war
26–34  | Discovered as a derelict
35–42  | Earned in exchange for a promise or vow
43–50  | Found abandoned in perfect condition
51–58  | Granted by an organization or community
59–67  | Inherited from a relative or mentor
68–75  | Purchased at a suspiciously cheap price
76–84  | Stolen from a notorious crime boss or criminal organization
85–92  | Taken while fleeing an attack or disaster
93–100 | Won in a bet

## Starship Quirks

Your ship is an important aspect of your character—and a character in its own right. What does it look like? What makes it interesting or uniquely yours? Does it have any particular quirks? If nothing occurs to you now, you can flesh it out in play, or roll once or twice on the table below.

Roll   | Result
:-----:|---------------------------------------------------------------------------------
1–5    | Engine room is scorched with old burn marks
6–10   | Exterior is marred by rust and grime
11–15  | Faint
16–20  | Gravity generator is notoriously fickle
21–25  | Hull is fused with organic growths
26–30  | Hull rattles and groans in atmospheric flight
31–35  | Interior spaces are crowded with exposed cables and conduits
36–40  | Looks defenseless
41–45  | Navigation logs contain coordinates to locations that do not—or should not—exist
46–50  | Old bloodstain in the airlock reappears even when painted over
51–55  | Once a beautiful ship
56–60  | Patched hull covers a recent catastrophic breach
61–65  | Placards and control labels are in an uncommon language
66–70  | Removable plate decks provide access to hidden storage
71–75  | Segmented landing gear unfold like gangly spider legs
76–80  | Ship is powered by an ancient precursor device
81–85  | Someone marked the hull with graffiti during a recent layover
86–90  | Strange symbols are scrawled on the deck and bulkheads in the main corridor
91–95  | Things tend to go missing for no logical reason
96–100 | Timers and clocks are always just a bit off

## Sector Trouble

Roll   | Result
:-----:|----------------------------------------------------------------
1–5    | Blockade prevents trade with other sectors
6–10   | Bounty hunters search for an infamous fugitive
11–15  | Chaotic breaches in spacetime spread like wildfire
16–20  | Criminal faction corrupts local authorities
21–25  | Devastating superweapon has fallen into the wrong hands
26–30  | Energy storms are rampant
31–35  | Magnetic disturbances disrupt communication
36–40  | Newly found resource lures greedy fortune hunters to the sector
41–45  | Notorious pirate clan preys on starships
46–50  | Parasitic lifeforms spread like a plague
51–55  | Precursor sites throughout the sector emit strange signals
56–60  | Prophecies foretell an imminent awakening of a dreadful power
61–65  | Raider clan emerges as a dominant threat under a new leader
66–70  | Religious zealots overrun the sector
71–75  | Rogue AI infiltrates systems throughout the sector
76–80  | Settlements or factions are on the brink of war
81–85  | Ships regularly go missing
86–90  | Sickness spreads among ships and settlements
91–95  | Supernova is imminent
96–100 | Titanic spaceborne lifeform stalks the spaceways

## Inciting Incident

Roll   | Result
:-----:|-------------------------------------------------------------------
1–5    | Aid a starship caught in a spacetime fracture
6–10   | Broker peace between two feuding settlements
11–15  | Chart a new passage between isolated settlements
16–20  | Defend the people of a beleaguered settlement against raiders
21–25  | Discover who sabotaged a settlement's air processors
26–30  | Escort a tradeship carrying a prized cargo
31–35  | Ferry a rescue team to a perilous disaster site
36–40  | Infiltrate a fortified base to steal crucial data
41–45  | Investigate terrifying manifestations at a remote settlement
46–50  | Liberate prisoners at a cruel labor camp
51–55  | Locate a downed spacer on an uninhabited planet
56–60  | Protect a fugitive from a relentless bounty hunter
61–65  | Recover a cherished pre-exodus artifact from an enemy
66–70  | Rescue a starship crew held captive by mutineers
71–75  | Retrieve a cache of stolen weapons from a pirate ship
76–80  | Sabotage an enemy installation
81–85  | Search for a missing expedition in the depths of a precursor vault
86–90  | Shield a wondrous lifeform from those who seek to destroy it
91–95  | Track and slay a marauding beast
96–100 | Transport a displaced people to their new home
